New ant tiles to match console color and stand out better from the floor, drakes altered to reflect the fact that they fly, phantoms designed to look less square and hazier around the edges, and a small color retouch to dire elephants which brings out several details I never knew were in the tile. Also included are three tiles to go into unused for now, for the eventual forest branch, and a lava fish that stands out better from lava.

I made small tweaks to the skeleton and large skeleton tile, so that weapons can be shown on them. Additionally, I added some details to the skeletal warrior/champion tiles, to make them stand out better from normal skeletons.

(0019140)
evilmike (developer)2012-07-20 19:23

I can't really tell what's going on in the drake tiles. They look sort of plant-like, or at least the green ones do.

The red ants are a good idea, since the current ant tiles look too similar to dungeon floor.

Well, the swamp drake I went for a "swampy vines hanging off the body" sort of look but I'm not sure it came across.

Edit: I removed their hindlegs and shortened the forelegs, and also removed the hanging vines from the swamp drake.

(0019149)
dd (updater)2012-07-21 00:34

I think they could use a bit more aerodynamic feel to them, maybe a more birdlike body shape...

(0019171)
roctavian (developer)2012-07-23 05:43

Made three variations on a flying skull, a curse skull, and Murray.

RE: the drakes -- I could definitely sharpen up their noses, but in terms of a more birdlike body shape, should I just plump up their chest area or what were you thinking?

(0019173)
dd (updater)2012-07-23 06:43

Plump the chest slightly, and make the body shape a bit more "curvy", not straight as arrow...

(0019186)
jeffqyzt (reporter)2012-07-23 14:23

I think the thing making the drakes look like plants is that you don't get a sense of perspective with the wings. They look like pseudopods or tendrils or something. Perhaps if the wings were bigger, less curvy, and were partially obscured by the body (at least the tips) that might help?

Halflings, Demigods and Demonspawn were still using edited player dolls, so here's actual tiles for those.

Slaves also used player dolls, and there are two tiles. As far as I can tell there's no difference between smaller and larger slaves, so I figure if there's two tiles they could serve to distinguish when the slaves are controlled by Pikel/free.

Most of the other tiles are palette/contrast tweaks, and a couple new takes on eye enemies.

(0019230)
edlothiol (developer)2012-07-24 14:16

The ants are in.

(0020009)
KiloByte (manager)2012-09-07 12:54

One problem with daevas (both old and new): these tiles have hard-drawn sword and a shield, while they're allowed to switch their weapons.

No vault redefines their gear, though, and they have a "signature weapon" rule of never switching away from a blessed weapon, so currently problematic upgrades are only: sacred scourge, trishula, blessed great sword, blessed triple sword.

So, I see two options:
* the tile becomes weaponless and the gear is placed the normal way
* we restrict daevas to blessed one-handed long blades only
The latter allows customizing the weapon's orientation, the former would properly differentiate between swords they can wield.

(0020012)
roctavian (developer)2012-09-07 19:44

The first option would be best. What shall I do about the shield?

(0020153)
ontoclasm (developer)2012-09-14 03:46

Drakes are in.

(0020154)
KiloByte (manager)2012-09-14 15:54

roctavian: could you please make a pair of tiles for the daeva shield? One for the inventory, one for the player/monster doll?